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\begin{abstract}
In this report, we document our work with a novel approach to procedural audio in games using granular synthesis. In our approach we first granulate a source sound in a preliminary analysis step before synthesizing a new sound using a generated descriptor. Focusing our attention on the subdomain of non-realistic weapon sounds, we have developed a custom audio engine, embedded into a simple 2D space shooter game demo. We present promising results, proving possible the rendering of sounds with a computational cost that meets the demands of real-time applications while showing great expressiveness and potential for emergent qualities.
\end{abstract}